When you make games the way I do, using quick prototypes to test out ideas, it a natural consequence that not all of them work out. Some turn out great (Hovercrafty, dingding and even isotope2) some do become games, original, but maybe not all that good in the long run (Moonlumber and to some extent flashbombs). Then there’s the rest, the ones that don’t even make it into a complete game. It may be for a multitude of reasons, but most often it’s because they’re not fun enough.

I have a couple of these lying around, and I figured I might aswell write a bit about them. The first one is â€œrainâ€. Most my games get a short name like that while I make them, Eater of Worlds was called slingshot, flashbombs was called bounce and dingding was called grid.

This uses the Boids style simulation from Popeatron to make a cloud, it looks really nice, but with one drawback. It’s horribly slow.I could probably speed it up quite a lot using stuff I’ve learned since then, but would still be a waste of processing power to do the cloud like that.

It does controls quite nice, the cloudlike feel is there when you’re moving it about. This is one of those things that worked as a toy, but where I had real trouble finding the gameplay.

I tried playing around with mouse gestures since I didn’t want to get keyboard controls in there, the mouse is so much nicer. So, by â€œmassagingâ€ the cloud you can make it rain, and if you move the mouse a bit faster in one direction you’ll make a lightning bolt.

And that’s about it. I never found a way to make it into a game without making it overly complicated. Instead I moved on to make Eater of Worlds.